Changeset 518
- Timestamp:
- 08/12/07 13:01:56 (1 year ago)
- Files:
-
- trunk/src/config.h (modified) (1 diff)
- trunk/src/melee2.c (modified) (21 diffs)
Legend:
- Unmodified
- Added
- Removed
- Modified
- Copied
- Moved
trunk/src/config.h
r469 r518 114 114 #define MONSTER_FLOW 115 115 116 117 118 /*119 * OPTION: Allow use of the "adult_ai_smart" and "adult_ai_packs"120 * software options, which attempt to make monsters smarter.121 *122 * AI code by Keldon Jones (keldon@umr.edu), modified by Julian123 * Lighton (jl8e@fragment.com).124 */125 #define MONSTER_AI126 116 127 117 trunk/src/melee2.c
r507 r518 325 325 326 326 327 #ifdef MONSTER_AI328 329 327 /* 330 328 * Determine if there is a space near the selected spot in which … … 397 395 } 398 396 399 #endif /* MONSTER_AI */400 397 401 398 … … 475 472 476 473 int i, py = p_ptr->py, px = p_ptr->px; 477 478 #ifdef MONSTER_AI479 474 480 475 bool has_escape, has_attack, has_summon, has_tactic; … … 604 599 } 605 600 606 #endif /* MONSTER_AI */607 608 601 /* Extract the "innate" spells */ 609 602 for (i = 0; i < 32; i++) … … 684 677 int k, chance, thrown_spell, rlev; 685 678 686 #ifdef MONSTER_AI687 679 int failrate; 688 #endif /* MONSTER_AI */689 680 690 681 u32b f4, f5, f6; … … 780 771 781 772 #endif /* DRS_SMART_OPTIONS */ 782 783 #ifdef MONSTER_AI784 773 785 774 /* Check whether summons and bolts are worth it. */ … … 810 799 if (!f4 && !f5 && !f6) return (FALSE); 811 800 } 812 #endif /* MONSTER_AI */813 801 814 802 /* Handle "leaving" */ … … 832 820 if (!thrown_spell) return (FALSE); 833 821 834 #ifdef MONSTER_AI835 822 /* Calculate spell failure rate */ 836 823 failrate = 25 - (rlev + 3) / 4; … … 847 834 return (TRUE); 848 835 } 849 #endif /* MONSTER_AI */850 836 851 837 /* Cast the spell. */ … … 2479 2465 } 2480 2466 2481 #ifdef MONSTER_AI2482 2483 2467 /* 2484 2468 * Provide a location to flee to, but give the player a wide berth. … … 2570 2554 } 2571 2555 2572 #endif /* MONSTER_AI */2573 2574 2556 #endif /* MONSTER_FLOW */ 2575 2557 2576 2558 2577 #ifdef MONSTER_AI2578 2559 2579 2560 /* … … 2712 2693 }; 2713 2694 2714 #endif /* MONSTER_AI */2715 2716 2695 2717 2696 /* … … 2730 2709 { 2731 2710 2732 #ifdef MONSTER_AI2733 2711 #ifdef MONSTER_FLOW 2734 2712 … … 2807 2785 2808 2786 #endif /* MONSTER_FLOW */ 2809 #endif /* MONSTER_AI */2810 2787 2811 2788 /* No safe place */ … … 2814 2791 2815 2792 2816 #ifdef MONSTER_AI 2793 2817 2794 2818 2795 /* … … 2895 2872 } 2896 2873 2897 #endif /* MONSTER_AI */2898 2899 2874 2900 2875 /* … … 2936 2911 2937 2912 2938 #ifdef MONSTER_AI2939 2913 2940 2914 /* Normal animal packs try to get the player out of corridors. */ … … 2966 2940 } 2967 2941 2968 #endif /* MONSTER_AI */2969 2942 2970 2943 /* Apply fear */ … … 2979 2952 } 2980 2953 2981 #ifdef MONSTER_AI2982 2954 #ifdef MONSTER_FLOW 2983 2955 … … 2993 2965 2994 2966 #endif /* MONSTER_FLOW */ 2995 #endif /* MONSTER_AI */2996 2967 2997 2968 done = TRUE; 2998 2969 } 2999 2970 3000 3001 #ifdef MONSTER_AI3002 2971 3003 2972 /* Monster groups try to surround the player */ … … 3034 3003 x = m_ptr->fx - x2; 3035 3004 } 3036 3037 #endif /* MONSTER_AI */3038 3005 3039 3006
